winkr7 wrote:Heres the problem I'm having.
I wrote a game in C2 on a layout that was 1024 by 768. Everything seemed fine on my desktop. When I put it on my iphone though it was REALLY SMALL.
Ashley, can I send you my capx and can you explain why it is so small on my IPhone?
metameta wrote:For sure we want a html5 game maker but there must be a reason why 2 sprites are junking when i export a game with the prefered android export procedure intel xdk and crosswalk....
Eisenhans wrote:The interesting question is: Why do so many people buy a HTML5 engine if they don't want one? The "we can export with wrappers!!!"-thing came as a bonus over time and is still just a bunch of hacks.
We know from painful experience that letting a third party layer of software come between the platform and the developer ultimately results in sub-standard apps and hinders the enhancement and progress of the platform. If developers grow dependent on third party development libraries and tools, they can only take advantage of platform enhancements if and when the third party chooses to adopt the new features. We cannot be at the mercy of a third party deciding if and when they will make our enhancements available to our developers.
This becomes even worse if the third party is supplying a cross platform development tool. The third party may not adopt enhancements from one platform unless they are available on all of their supported platforms. Hence developers only have access to the lowest common denominator set of features. Again, we cannot accept an outcome where developers are blocked from using our innovations and enhancements because they are not available on our competitor’s platforms.
Construct 2 is a cross platform development tool. It is not Scirra’s goal to help developers write the best iPhone, iPod and iPad apps. It is their goal to help developers write cross platform apps. And Scirra has been painfully slow to adopt enhancements to Apple’s platforms.
We know from painful experience that letting a third party layer of software come between the platform and the developer ultimately results in sub-standard apps and hinders the enhancement and progress of the platform.
Fimbul wrote:If we go by what the market is showing us with regards to other game-making tools, as soon as you start writing native exporters, your product is frozen. Feature development slows to a glacial pace and all efforts are shifted to attempts to bring feature parity and bug fixes.
Jayjay wrote: In fact, C2 was supposed to support multiple exporters during its early plannings, rather than just HTML5 (...)
Jayjay wrote:I'm just pointing out that the less layers involved above DirectX/OpenGL, the better the performance and control over his own program that Ashley will have.
Jayjay wrote:Of course going down anywhere below C++ and a graphics API is entering into layers that I would never expect a lone developer to code for, but pretending that HTML5 works how it was supposed to at the export side of things has to stop.
Jayjay wrote:Maybe if there was one console that could actually run REAL games (made in HTML5/WebGL from C2) well then we'd all be happy, but as long as everyone is using a million different devices and platforms, the ability to have my game work badly across all of them is no good compared to just one export platform running perfectly across the majority of my customer/userbase
Jayjay wrote:I can do enough in Construct 2 to make my games, the bug fixing and runtime performance is all I need to be happy. Editor-side C2 works way better than any engine as-is for 2D games. I see no reason to update the editor aside from making it easier for plugins like Quazi's Q3D to control more of the GUI.
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